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3 Opengl

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38 views15 pages

3 Opengl

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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3.

Develop a program to demonstrate basic geometric operation on 3d object


#include <GL/glut.h> // GLUT, include glu.h and gl.h
#include<GL/glu.h>
#include<GL/gl.h>
/* Global variables */
char title[] = "3D Shapes";

/* Initialize OpenGL Graphics */


void initGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color to black and
opaque
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST); // Enable depth testing for z-culling
glDepthFunc(GL_LEQUAL); // Set the type of depth-test
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Nice perspective
corrections
}

/* Handler for window-repaint event. Called back when the window first appears
and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and
depth buffers
glMatrixMode(GL_MODELVIEW); // To operate on model-view matrix

// Render a color-cube consisting of 6 quads with different colors


glLoadIdentity(); // Reset the model-view matrix
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen

glBegin(GL_QUADS); // Begin drawing the color cube with 6


quads
// Top face (y = 1.0f)
// Define vertices in counter-clockwise (CCW) order with normal pointing
out
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);

// Bottom face (y = -1.0f)


glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
// Front face (z = 1.0f)
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);

// Back face (z = -1.0f)


glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);

// Left face (x = -1.0f)


glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);

// Right face (x = 1.0f)


glColor3f(1.0f, 0.0f, 1.0f); // Magenta
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd(); // End of drawing color-cube

// Render a pyramid consists of 4 triangles


glLoadIdentity(); // Reset the model-view matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move left and into the screen

glBegin(GL_TRIANGLES); // Begin drawing the pyramid with 4


triangles
// Front
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);

// Right
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);

// Back
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f);

// Left
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f);
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f);
glEnd(); // Done drawing the pyramid

glutSwapBuffers(); // Swap the front and back frame buffers (double


buffering)
}

/* Handler for window re-size event. Called back when the window first appears
and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative
integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window


glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping volume to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}

/* Main function: GLUT runs as a console application starting at main() */


int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
glutInitWindowPosition(50, 50); // Position the window's initial top-left
corner
glutCreateWindow(title); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-
paint event
glutReshapeFunc(reshape); // Register callback handler for window re-
size event
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}
4. Develop a program to demonstrate 2D transformation on basic objects
#include <GL/glut.h> // GLUT, include glu.h and gl.h

/* Initialize OpenGL Graphics */


void initGL() {
// Set "clearing" or background color
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black and opaque
}

/* Handler for window-repaint event. Call back when the window first appears
and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on Model-View matrix
glLoadIdentity(); // Reset the model-view matrix

glTranslatef(-0.5f, 0.4f, 0.0f); // Translate left and up


glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.3f); // Define vertices in counter-clockwise
(CCW) order
glVertex2f( 0.3f, -0.3f); // so that the normal (front-face) is
facing you
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();

glTranslatef(0.1f, -0.7f, 0.0f); // Translate right and down


glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f(-0.3f, -0.3f);
glVertex2f( 0.3f, -0.3f);
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();
glTranslatef(-0.3f, -0.2f, 0.0f); // Translate left and down
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f(-0.2f, -0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f( 0.2f, -0.2f);
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f( 0.2f, 0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f(-0.2f, 0.2f);
glEnd();

glTranslatef(1.1f, 0.2f, 0.0f); // Translate right and up


glBegin(GL_TRIANGLES); // Each set of 3 vertices form a triangle
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(-0.3f, -0.2f);
glVertex2f( 0.3f, -0.2f);
glVertex2f( 0.0f, 0.3f);
glEnd();

glTranslatef(0.2f, -0.3f, 0.0f); // Translate right and down


glRotatef(180.0f, 0.0f, 0.0f, 1.0f); // Rotate 180 degree
glBegin(GL_TRIANGLES); // Each set of 3 vertices form a
triangle
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.2f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f( 0.3f, -0.2f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f( 0.0f, 0.3f);
glEnd();

glRotatef(-180.0f, 0.0f, 0.0f, 1.0f); // Undo previous rotate


glTranslatef(-0.1f, 1.0f, 0.0f); // Translate right and down
glBegin(GL_POLYGON); // The vertices form one closed
polygon
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex2f(-0.1f, -0.2f);
glVertex2f( 0.1f, -0.2f);
glVertex2f( 0.2f, 0.0f);
glVertex2f( 0.1f, 0.2f);
glVertex2f(-0.1f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();

glFlush(); // Render now


}
/* Handler for window re-size event. Called back when the window first appears
and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative
integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window


glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
if (width >= height) {
// aspect >= 1, set the height from -1 to 1, with larger width
gluOrtho2D(-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
} else {
// aspect < 1, set the width to -1 to 1, with larger height
gluOrtho2D(-1.0, 1.0, -1.0 / aspect, 1.0 / aspect);
}
}

/* Main function: GLUT runs as a console application starting at main() */


int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitWindowSize(640, 480); // Set the window's initial width & height
- non-square
glutInitWindowPosition(50, 50); // Position the window's initial top-left
corner
glutCreateWindow("Model Transform"); // Create window with the given title
glutDisplayFunc(display); // Register callback handler for window re-
paint event
glutReshapeFunc(reshape); // Register callback handler for window re-
size event
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}
Or
4.
#include <GL/glut.h> // GLUT, include glu.h and gl.h

// global variable
GLfloat angle = 0.0f; // rotational angle of the shapes
int refreshMills = 30; // refresh interval in milliseconds
/* Initialize OpenGL Graphics */
void initGL() {
// Set "clearing" or background color
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black and opaque
}

/* Called back when timer expired */


void Timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, Timer, 0); // next Timer call milliseconds
later
}

/* Handler for window-repaint event. Call back when the window first appears
and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on Model-View matrix
glLoadIdentity(); // Reset the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.3f);
glVertex2f( 0.3f, -0.3f);
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.4f, -0.3f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f(-0.3f, -0.3f);
glVertex2f( 0.3f, -0.3f);
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.7f, -0.5f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f(-0.2f, -0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f( 0.2f, -0.2f);
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f( 0.2f, 0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f(-0.2f, 0.2f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.4f, -0.3f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_TRIANGLES);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(-0.3f, -0.2f);
glVertex2f( 0.3f, -0.2f);
glVertex2f( 0.0f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.6f, -0.6f, 0.0f); // Translate
glRotatef(180.0f + angle, 0.0f, 0.0f, 1.0f); // Rotate 180+angle degree
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.2f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f( 0.3f, -0.2f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f( 0.0f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex2f(-0.1f, -0.2f);
glVertex2f( 0.1f, -0.2f);
glVertex2f( 0.2f, 0.0f);
glVertex2f( 0.1f, 0.2f);
glVertex2f(-0.1f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glutSwapBuffers(); // Double buffered - swap the front and back buffers

// Change the rotational angle after each display()


angle += 2.0f;
}

/* Handler for window re-size event. Called back when the window first appears
and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative
integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window


glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
if (width >= height) {
// aspect >= 1, set the height from -1 to 1, with larger width
gluOrtho2D(-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
} else {
// aspect < 1, set the width to -1 to 1, with larger height
gluOrtho2D(-1.0, 1.0, -1.0 / aspect, 1.0 / aspect);
}
}

/* Main function: GLUT runs as a console application starting at main() */


int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
- non-square
glutInitWindowPosition(50, 50); // Position the window's initial top-left
corner
glutCreateWindow("Animation via Idle Function"); // Create window with the
given title
glutDisplayFunc(display); // Register callback handler for window re-
paint event
glutReshapeFunc(reshape); // Register callback handler for window re-
size event
glutTimerFunc(0, Timer, 0); // First timer call immediately
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}

5. Develop a program to demonstrate 3d transformation on 3d object


#include <GL/glut.h> // GLUT, includes glu.h and gl.h
#include <Math.h> // Needed for sin, cos
#define PI 3.14159265f

// Global variables
char title[] = "Bouncing Ball (2D)"; // Windowed mode's title
int windowWidth = 640; // Windowed mode's width
int windowHeight = 480; // Windowed mode's height
int windowPosX = 50; // Windowed mode's top-left corner x
int windowPosY = 50; // Windowed mode's top-left corner y

GLfloat ballRadius = 0.5f; // Radius of the bouncing ball


GLfloat ballX = 0.0f; // Ball's center (x, y) position
GLfloat ballY = 0.0f;
GLfloat ballXMax, ballXMin, ballYMax, ballYMin; // Ball's center (x, y) bounds
GLfloat xSpeed = 0.02f; // Ball's speed in x and y directions
GLfloat ySpeed = 0.007f;
int refreshMillis = 30; // Refresh period in milliseconds

// Projection clipping area


GLdouble clipAreaXLeft, clipAreaXRight, clipAreaYBottom, clipAreaYTop;

/* Initialize OpenGL Graphics */


void initGL() {
glClearColor(0.0, 0.0, 0.0, 1.0); // Set background (clear) color to black
}

/* Callback handler for window re-paint event */


void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on the model-view matrix
glLoadIdentity(); // Reset model-view matrix

glTranslatef(ballX, ballY, 0.0f); // Translate to (xPos, yPos)


// Use triangular segments to form a circle
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(0.0f, 0.0f); // Center of circle
int numSegments = 100;
GLfloat angle;
for (int i = 0; i <= numSegments; i++) { // Last vertex same as first
vertex
angle = i * 2.0f * PI / numSegments; // 360 deg for all segments
glVertex2f(cos(angle) * ballRadius, sin(angle) * ballRadius);
}
glEnd();

glutSwapBuffers(); // Swap front and back buffers (of double buffered


mode)

// Animation Control - compute the location for the next refresh


ballX += xSpeed;
ballY += ySpeed;
// Check if the ball exceeds the edges
if (ballX > ballXMax) {
ballX = ballXMax;
xSpeed = -xSpeed;
} else if (ballX < ballXMin) {
ballX = ballXMin;
xSpeed = -xSpeed;
}
if (ballY > ballYMax) {
ballY = ballYMax;
ySpeed = -ySpeed;
} else if (ballY < ballYMin) {
ballY = ballYMin;
ySpeed = -ySpeed;
}
}

/* Call back when the windows is re-sized */


void reshape(GLsizei width, GLsizei height) {
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window


glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity(); // Reset the projection matrix
if (width >= height) {
clipAreaXLeft = -1.0 * aspect;
clipAreaXRight = 1.0 * aspect;
clipAreaYBottom = -1.0;
clipAreaYTop = 1.0;
} else {
clipAreaXLeft = -1.0;
clipAreaXRight = 1.0;
clipAreaYBottom = -1.0 / aspect;
clipAreaYTop = 1.0 / aspect;
}
gluOrtho2D(clipAreaXLeft, clipAreaXRight, clipAreaYBottom, clipAreaYTop);
ballXMin = clipAreaXLeft + ballRadius;
ballXMax = clipAreaXRight - ballRadius;
ballYMin = clipAreaYBottom + ballRadius;
ballYMax = clipAreaYTop - ballRadius;
}

/* Called back when the timer expired */


void Timer(int value) {
glutPostRedisplay(); // Post a paint request to activate display()
glutTimerFunc(refreshMillis, Timer, 0); // subsequent timer call at
milliseconds
}

/* Main function: GLUT runs as a console application starting at main() */


int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(windowWidth, windowHeight); // Initial window width and
height
glutInitWindowPosition(windowPosX, windowPosY); // Initial window top-left
corner (x, y)
glutCreateWindow(title); // Create window with given title
glutDisplayFunc(display); // Register callback handler for window re-
paint
glutReshapeFunc(reshape); // Register callback handler for window re-
shape
glutTimerFunc(0, Timer, 0); // First timer call immediately
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter event-processing loop
return 0;
}

6.Develop a program to demonstate Animation effects on simple objects

#include <GL/glut.h> // GLUT, include glu.h and gl.h

// global variable
GLfloat angle = 0.0f; // rotational angle of the shapes
int refreshMills = 30; // refresh interval in milliseconds

/* Initialize OpenGL Graphics */


void initGL() {
// Set "clearing" or background color
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black and opaque
}

/* Called back when timer expired */


void Timer(int value) {
glutPostRedisplay(); // Post re-paint request to activate display()
glutTimerFunc(refreshMills, Timer, 0); // next Timer call milliseconds
later
}

/* Handler for window-repaint event. Call back when the window first appears
and
whenever the window needs to be re-painted. */
void display() {
glClear(GL_COLOR_BUFFER_BIT); // Clear the color buffer
glMatrixMode(GL_MODELVIEW); // To operate on Model-View matrix
glLoadIdentity(); // Reset the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS); // Each set of 4 vertices form a quad
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.3f);
glVertex2f( 0.3f, -0.3f);
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.4f, -0.3f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f(-0.3f, -0.3f);
glVertex2f( 0.3f, -0.3f);
glVertex2f( 0.3f, 0.3f);
glVertex2f(-0.3f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(-0.7f, -0.5f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_QUADS);
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f(-0.2f, -0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f( 0.2f, -0.2f);
glColor3f(0.2f, 0.2f, 0.2f); // Dark Gray
glVertex2f( 0.2f, 0.2f);
glColor3f(1.0f, 1.0f, 1.0f); // White
glVertex2f(-0.2f, 0.2f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.4f, -0.3f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_TRIANGLES);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f(-0.3f, -0.2f);
glVertex2f( 0.3f, -0.2f);
glVertex2f( 0.0f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.6f, -0.6f, 0.0f); // Translate
glRotatef(180.0f + angle, 0.0f, 0.0f, 1.0f); // Rotate 180+angle degree
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex2f(-0.3f, -0.2f);
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex2f( 0.3f, -0.2f);
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex2f( 0.0f, 0.3f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glPushMatrix(); // Save model-view matrix setting


glTranslatef(0.5f, 0.4f, 0.0f); // Translate
glRotatef(angle, 0.0f, 0.0f, 1.0f); // rotate by angle in degrees
glBegin(GL_POLYGON);
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex2f(-0.1f, -0.2f);
glVertex2f( 0.1f, -0.2f);
glVertex2f( 0.2f, 0.0f);
glVertex2f( 0.1f, 0.2f);
glVertex2f(-0.1f, 0.2f);
glVertex2f(-0.2f, 0.0f);
glEnd();
glPopMatrix(); // Restore the model-view matrix

glutSwapBuffers(); // Double buffered - swap the front and back buffers


// Change the rotational angle after each display()
angle += 2.0f;
}

/* Handler for window re-size event. Called back when the window first appears
and
whenever the window is re-sized with its new width and height */
void reshape(GLsizei width, GLsizei height) { // GLsizei for non-negative
integer
// Compute aspect ratio of the new window
if (height == 0) height = 1; // To prevent divide by 0
GLfloat aspect = (GLfloat)width / (GLfloat)height;

// Set the viewport to cover the new window


glViewport(0, 0, width, height);

// Set the aspect ratio of the clipping area to match the viewport
glMatrixMode(GL_PROJECTION); // To operate on the Projection matrix
glLoadIdentity();
if (width >= height) {
// aspect >= 1, set the height from -1 to 1, with larger width
gluOrtho2D(-1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
} else {
// aspect < 1, set the width to -1 to 1, with larger height
gluOrtho2D(-1.0, 1.0, -1.0 / aspect, 1.0 / aspect);
}
}

/* Main function: GLUT runs as a console application starting at main() */


int main(int argc, char** argv) {
glutInit(&argc, argv); // Initialize GLUT
glutInitDisplayMode(GLUT_DOUBLE); // Enable double buffered mode
glutInitWindowSize(640, 480); // Set the window's initial width & height
- non-square
glutInitWindowPosition(50, 50); // Position the window's initial top-left
corner
glutCreateWindow("Animation via Idle Function"); // Create window with the
given title
glutDisplayFunc(display); // Register callback handler for window re-
paint event
glutReshapeFunc(reshape); // Register callback handler for window re-
size event
glutTimerFunc(0, Timer, 0); // First timer call immediately
initGL(); // Our own OpenGL initialization
glutMainLoop(); // Enter the infinite event-processing loop
return 0;
}

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